Tales to Astound!

TRAVELLER: Out of the Box–A Subsector Map and a Cluster

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A Subsector Map:

The lines between worlds are charted space lanes generated with the 1977 rules. These are navigational routes allowing a starship to travel safely from one system to another without the Generate program. The charts are encoded on self-erasing cassettes that can be purchased from starports within jump range of the destination world.

A charted space lane does not guarantee regular traffic. Only that the route is traveled enough, and the information updated frequently enough, to make it safe to travel there without the Generate program.

You’ll notice I erased a few of the lanes. This is in part to clean up the map. If there is a route that extends from A port to a B port and the B port connects to a C port, one can assume there is a route from the A port to the C port without having to directly connect the A to C port.

The other reason is that I’m still futzing with the subsector and deciding about how many worlds in that lower right corner already have space lanes routes. I’m pretty sure that the B starport world in 0708 will still connect to the E starport world in 0709. But many of those fainter lines will take a bit of work on the part of the players to reach them. They’ll have to scrape together enough money to get the Generate program, or charter a flight, and so on.

Notice that the two worlds with E-class starports next to 0708 do not have gas giants. The 1977 rules require gas giants for skimming unrefined fuel. This means that if one arrives in jump-1 ship one cannot leave again unless one carries extra fuel in the hold. Other methods of reaching these worlds and returning involve chartering ships, working one’s way up to a jump-2 ship (and using half the fuel one way and half the fuel the other way.) In short, these two worlds will really not have been visited much, offering a terrific sense of “journeying into the unknown” — which is very much the feel I want to offer to the Players.

I’ll be focusing on a cluster of star systems at first:

Six worlds, one of them being a high tech level world with an A-class starport.

From these worlds a series of lesser starport worlds trail off to the lower corner. And then we can head to another A-class starport in the other direction. But generating enough details for these first six worlds will be enough to get me going.

The subsector is beyond the edge of the empire the characters have come from. If they have a Scout ship or Free Trader then they have sailed that ship a great distance to arrive at this section of space.

The subsector is not ruled by any  central government; it has no shared culture; the worlds are culturally and technologically isolated . Trade is sparse, though a few world governments and charter companies do have ships established for trade between a few key worlds. Not many ships ply the darkness between worlds.

Per the 1977 Ship Encounter rules pirates and government ships cluster around A and B starports. The D and E starports see little if any trade. The danger at the these worlds off the beaten path is isolation and the environment itself. Tensions exist between higher tech worlds with A class starports. The conflicts are often fought on other worlds as natural resources become a point of contention. There will be an underground mystical order with psionic powers trying to unseat these powerful governments and instal their faith as the ruling order.

The worlds of the setting will have for the most part an exotic and even archaic spirit and aesthetic to them. The player characters will be from a more “conservative” (cultural, not political) and recognizable society that the Players can easily identify with. I want a sense of each culture being a bit different and unique. The player characters will definitely be “outsiders” finding their way amid these new worlds.

The fictional inspiration points are the E. C. Tubb’s Dumarest books, “The Beyond” from Jack Vance’s Demon Princes books, Frank Herbert’s  Dune with its raw and dangerous environment, as well as movies like The Man Who Would be King, The Wild Bunch, and The Good, the Bad, and the Ugly, which focus on ex-military who head off into conflicts and lands uncivilized to find their fortunes.

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